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Shadow Demons -- suggest CR?
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<blockquote data-quote="Jeph" data-source="post: 3040453" data-attributes="member: 6738"><p>And, the first two Shadow Demons.</p><p></p><p>----------</p><p></p><p><strong><u><span style="font-size: 15px">RACHRECH-IK (shadow demon)</span></u></strong></p><p></p><p><strong>Medium Sized Outsider (Chaotic, Extraplanar, Evil)</strong></p><p><strong>Hit Dice:</strong> 6d8+18 (45 hp)</p><p><strong>Initiative:</strong> +6</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>Armor Class:</strong> 19 (+2 dex, +7 natural), touch 12, flat-footed 17</p><p><strong>Base Attack / Grapple:</strong> +6 / +8</p><p><strong>Attack:</strong> Claw +9 melee (1d6+2 +1d6 fire)</p><p><strong>Full Attack:</strong> 2 claws +9 melee (1d6+2 +1d6 fire)</p><p><strong>Space / Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Qualities:</strong> Blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to fire and poison, resistance to acid 10, electricity 10, and cold 10, spell resistance 17, telepathy 100 ft</p><p><strong>Special Attacks:</strong> Ignite, summon shadow demon, spell-like abilities</p><p><strong>Saves:</strong> Fort +8, Ref +7, Will +5</p><p><strong>Abilities:</strong> Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10</p><p><strong>Skills:</strong> Hide +11, Jump +15, Listen +9, Move Silently +11, Spot +9, Intimidate +11</p><p><strong>Feats:</strong> Improved Initiative, Weapon Focus (claw), Power Attack</p><p></p><p>Rachrech-Ik are fire-aspected shadow demons, appearing as sooty, stooped man-shapes with no faces and a cloak made of smoke and ash. Their footsteps and claws leave a charred outline in even metal or stone.</p><p></p><p><strong>Blurring (su):</strong> Rachrech-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight.</p><p></p><p><strong>Flicker (su):</strong> Once per round, a Rachrech-Ik may teleport 10 feet as a free action.</p><p></p><p><strong>Ignite (su):</strong> If a Rachrech-Ik hits a single opponent with both claw attacks, the target immediately takes another 1d6 points of fire damage and must succeed at a Reflex save (DC 15) or catch on fire. Burning targets take an additional 1d6 points of damage each round. A burning character may take a full-round action to extinguish the flames (requiring a DC 15 Reflex save).</p><p></p><p><strong>Summon Shadow Demon (sp):</strong> Once per day, a Rachrech-Ik may attempt to summon 1d4 Shadow Imps with a 30% chance of success.</p><p></p><p><strong>Spell-Like Abilities:</strong> Caster level 10th. <em>At Will</em> -- greater teleport (self plus 50 pounds of objects only), produce flame. <em>1/day</em> -- Plane Shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only).</p><p></p><p>----------</p><p></p><p><strong><u><span style="font-size: 15px">KAIRI-IK (shadow demon)</span></u></strong></p><p></p><p><strong>Large Outsider (Chaotic, Extraplanar, Evil)</strong></p><p><strong>Hit Dice:</strong> 10d8+30 (75 hp)</p><p><strong>Initiative:</strong> +7</p><p><strong>Speed:</strong> 20 ft., climb 20 ft., swim 20 ft.</p><p><strong>Armor Class:</strong> 22 (-1 size, +3 dex, +10 natural), touch 12, flat-footed 19</p><p><strong>Base Attack / Grapple:</strong> +10 / +17</p><p><strong>Attack:</strong> Bite +12 melee (1d8+3 and poison)</p><p><strong>Full Attack:</strong> 2 Bites +12 melee (1d8+3 and poison)</p><p><strong>Space / Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Qualities:</strong> Alternate form, blurring, damage reduction 10 / good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 19, telepathy 100 ft, two headed</p><p><strong>Special Attacks:</strong> poison, summon shadow demon, spell-like abilities</p><p><strong>Saves:</strong> Fort +10, Ref +12, Will +8</p><p><strong>Abilities:</strong> Str 16, Dex 17, Con 16, Int 13, Wis 13, Cha 20</p><p><strong>Skills:</strong> Bluff +19, Concentration +16, Diplomacy +16, Hide +12, Listen +16, Move Silently +16, Spot +16, Intimidate +16, Sense Motive +14</p><p><strong>Feats:</strong> Combat Reflexes, Improved Initiative, Lightning Reflexes, Skill Emphasis (Bluff)</p><p></p><p>Kairi-Ik are demons of deceit. In their true form, they are monstrous black serpents with two heads and piercing blue eyes. Every Kairi-Ik is capable of assuming two alternate forms: a male human and a female human, each appearing to be the same age. While in snake form, the two heads will often talk with one another; while in human form, the demon will often hold a conversation with itself by switching between its male and female aspects. Alternate forms are usually either adolescent or venerable. A shapeshifted Kairi-Ik is identifiable by its snake’s fangs and pupils.</p><p></p><p><strong>Alternate Form (su):</strong> A Kairi-Ik can assume the form of a male or female human (or re-assume its natural form) as a standard action. While in human form, make the following changes to Kairi-Ik statistics.</p><p></p><p>Size: Size becomes medium.</p><p>Speed: Speed changes to 30 ft.</p><p>Armor Class: AC changes to 23 (+3 dex, +10 natural), touch 13, flat-footed 20</p><p>Base Attack / Grapple: Grapple changes to +13</p><p>Attack and Full Attack: change to Bite +13 melee (1d6+3 and poison)</p><p>Space / Reach: change to 5 ft. / 5 ft.</p><p>Skills: Hide becomes +16</p><p></p><p><strong>Blurring (su):</strong> Kairi-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight.</p><p></p><p><strong>Flicker (su):</strong> Once per round, a Kairi-Ik may teleport 10 feet as a free action.</p><p></p><p><strong>Two Headed (ex):</strong> Kairi-Ik cannot be flanked, and receive a +2 racial bonus to Listen and Spot checks. These bonuses persist even in human form.</p><p></p><p><strong>Poison (ex):</strong> Bite, DC 18. Initial damage 1d6 strength and sickened for 1 minute. Secondary damage nauseated for 2d4 hours. A sickened character takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A nauseated character can take no actions save for a single move action each round.</p><p></p><p><strong>Summon Shadow Demon (su):</strong> Once per day, a Kairi-Ik may attempt to summon a single Rachrech-Ik or 1d4 Shadow Imps with a 50% chance of success.</p><p></p><p><strong>Spell-like Abilities:</strong> Caster level 12th. Save DCs are Charisma based. <em>At Will</em> -- greater teleport (self plus 50 pounds of objects only), obscuring mist, suggestion (DC 18). <em>3/day</em> -- phantasmal assailants (DC 17), shadow bind (DC 18). <em>1/day</em> -- Plane Shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), phantasmal killer (DC 19), acid fog (DC 21).</p><p></p><p>----------</p><p></p><p>It may be too late, but, in an effort to avoid information overload, I'll wait a bit before posting Bone Demons and Shadow Imps. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jeph, post: 3040453, member: 6738"] And, the first two Shadow Demons. ---------- [b][u][size=4]RACHRECH-IK (shadow demon)[/size][/u][/b] [b]Medium Sized Outsider (Chaotic, Extraplanar, Evil)[/b] [b]Hit Dice:[/b] 6d8+18 (45 hp) [b]Initiative:[/b] +6 [b]Speed:[/b] 40 ft. [b]Armor Class:[/b] 19 (+2 dex, +7 natural), touch 12, flat-footed 17 [b]Base Attack / Grapple:[/b] +6 / +8 [b]Attack:[/b] Claw +9 melee (1d6+2 +1d6 fire) [b]Full Attack:[/b] 2 claws +9 melee (1d6+2 +1d6 fire) [b]Space / Reach:[/b] 5 ft. / 5 ft. [b]Special Qualities:[/b] Blurring, damage reduction 5 / silver or good, darkvision 60 ft., flicker, immunity to fire and poison, resistance to acid 10, electricity 10, and cold 10, spell resistance 17, telepathy 100 ft [b]Special Attacks:[/b] Ignite, summon shadow demon, spell-like abilities [b]Saves:[/b] Fort +8, Ref +7, Will +5 [b]Abilities:[/b] Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10 [b]Skills:[/b] Hide +11, Jump +15, Listen +9, Move Silently +11, Spot +9, Intimidate +11 [b]Feats:[/b] Improved Initiative, Weapon Focus (claw), Power Attack Rachrech-Ik are fire-aspected shadow demons, appearing as sooty, stooped man-shapes with no faces and a cloak made of smoke and ash. Their footsteps and claws leave a charred outline in even metal or stone. [b]Blurring (su):[/b] Rachrech-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight. [b]Flicker (su):[/b] Once per round, a Rachrech-Ik may teleport 10 feet as a free action. [b]Ignite (su):[/b] If a Rachrech-Ik hits a single opponent with both claw attacks, the target immediately takes another 1d6 points of fire damage and must succeed at a Reflex save (DC 15) or catch on fire. Burning targets take an additional 1d6 points of damage each round. A burning character may take a full-round action to extinguish the flames (requiring a DC 15 Reflex save). [b]Summon Shadow Demon (sp):[/b] Once per day, a Rachrech-Ik may attempt to summon 1d4 Shadow Imps with a 30% chance of success. [b]Spell-Like Abilities:[/b] Caster level 10th. [i]At Will[/i] -- greater teleport (self plus 50 pounds of objects only), produce flame. [i]1/day[/i] -- Plane Shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only). ---------- [b][u][size=4]KAIRI-IK (shadow demon)[/size][/u][/b] [b]Large Outsider (Chaotic, Extraplanar, Evil)[/b] [b]Hit Dice:[/b] 10d8+30 (75 hp) [b]Initiative:[/b] +7 [b]Speed:[/b] 20 ft., climb 20 ft., swim 20 ft. [b]Armor Class:[/b] 22 (-1 size, +3 dex, +10 natural), touch 12, flat-footed 19 [b]Base Attack / Grapple:[/b] +10 / +17 [b]Attack:[/b] Bite +12 melee (1d8+3 and poison) [b]Full Attack:[/b] 2 Bites +12 melee (1d8+3 and poison) [b]Space / Reach:[/b] 10 ft. / 10 ft. [b]Special Qualities:[/b] Alternate form, blurring, damage reduction 10 / good, darkvision 60 ft., flicker, immunity to cold and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 19, telepathy 100 ft, two headed [b]Special Attacks:[/b] poison, summon shadow demon, spell-like abilities [b]Saves:[/b] Fort +10, Ref +12, Will +8 [b]Abilities:[/b] Str 16, Dex 17, Con 16, Int 13, Wis 13, Cha 20 [b]Skills:[/b] Bluff +19, Concentration +16, Diplomacy +16, Hide +12, Listen +16, Move Silently +16, Spot +16, Intimidate +16, Sense Motive +14 [b]Feats:[/b] Combat Reflexes, Improved Initiative, Lightning Reflexes, Skill Emphasis (Bluff) Kairi-Ik are demons of deceit. In their true form, they are monstrous black serpents with two heads and piercing blue eyes. Every Kairi-Ik is capable of assuming two alternate forms: a male human and a female human, each appearing to be the same age. While in snake form, the two heads will often talk with one another; while in human form, the demon will often hold a conversation with itself by switching between its male and female aspects. Alternate forms are usually either adolescent or venerable. A shapeshifted Kairi-Ik is identifiable by its snake’s fangs and pupils. [b]Alternate Form (su):[/b] A Kairi-Ik can assume the form of a male or female human (or re-assume its natural form) as a standard action. While in human form, make the following changes to Kairi-Ik statistics. Size: Size becomes medium. Speed: Speed changes to 30 ft. Armor Class: AC changes to 23 (+3 dex, +10 natural), touch 13, flat-footed 20 Base Attack / Grapple: Grapple changes to +13 Attack and Full Attack: change to Bite +13 melee (1d6+3 and poison) Space / Reach: change to 5 ft. / 5 ft. Skills: Hide becomes +16 [b]Blurring (su):[/b] Kairi-Ik are always considered to have concealment. This gives attacks against them 20% miss chance and allows them to hide even when they have no other way to get out of sight. [b]Flicker (su):[/b] Once per round, a Kairi-Ik may teleport 10 feet as a free action. [b]Two Headed (ex):[/b] Kairi-Ik cannot be flanked, and receive a +2 racial bonus to Listen and Spot checks. These bonuses persist even in human form. [b]Poison (ex):[/b] Bite, DC 18. Initial damage 1d6 strength and sickened for 1 minute. Secondary damage nauseated for 2d4 hours. A sickened character takes a -2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A nauseated character can take no actions save for a single move action each round. [b]Summon Shadow Demon (su):[/b] Once per day, a Kairi-Ik may attempt to summon a single Rachrech-Ik or 1d4 Shadow Imps with a 50% chance of success. [b]Spell-like Abilities:[/b] Caster level 12th. Save DCs are Charisma based. [i]At Will[/i] -- greater teleport (self plus 50 pounds of objects only), obscuring mist, suggestion (DC 18). [i]3/day[/i] -- phantasmal assailants (DC 17), shadow bind (DC 18). [i]1/day[/i] -- Plane Shift (to the Plane of Shadow or between the Plane of Shadow and the Material Plane only), phantasmal killer (DC 19), acid fog (DC 21). ---------- It may be too late, but, in an effort to avoid information overload, I'll wait a bit before posting Bone Demons and Shadow Imps. :) [/QUOTE]
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